NGBC system breakdown.
- Empyrian
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System:
A/B/C/D/E = LP/LK/HP/HK/tag
f,f = step
f, hold f = run
(f/b+) C+D = throw
C+D when thrown = throw escape
A+B when knocked down = recovery roll
f,f when blocking = guard step (1/2 stock) No invulnerability.
Just Defend Guard Cancel Step: Same as above, but done after 'just defending' (0.25 stock)
A+B = tactical step (1/2 stock) You are invulnerable when using it.
AC tactical step= press AB when hit with a certain one of your normal (not special aka fireball, etc) attacks. You flash blue when successful. (one stock.)
E while blocking = guard cancel tag (1 stock)
+ E when D-ASSAULT OK! light is lit-up = double assault; depletes opponent's healable (red) bar
Auto-charge = power bar begins to fill by itself if you don't tag for 8 seconds
Hyper charge = your waiting character gets an attack bonus if you don't tag for 20 second
Super cancels do not require additional stocks.
A/B/C/D/E = LP/LK/HP/HK/tag
f,f = step
f, hold f = run
(f/b+) C+D = throw
C+D when thrown = throw escape
A+B when knocked down = recovery roll
f,f when blocking = guard step (1/2 stock) No invulnerability.
Just Defend Guard Cancel Step: Same as above, but done after 'just defending' (0.25 stock)
A+B = tactical step (1/2 stock) You are invulnerable when using it.
AC tactical step= press AB when hit with a certain one of your normal (not special aka fireball, etc) attacks. You flash blue when successful. (one stock.)
E while blocking = guard cancel tag (1 stock)
+ E when D-ASSAULT OK! light is lit-up = double assault; depletes opponent's healable (red) bar
Auto-charge = power bar begins to fill by itself if you don't tag for 8 seconds
Hyper charge = your waiting character gets an attack bonus if you don't tag for 20 second
Super cancels do not require additional stocks.
Last edited by Empyrian on Mon Sep 19, 2005 05:20, edited 1 time in total.
- SonicTempest
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- Geese
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Yup, as a pressure tactic, esp when the opponent is low on life, you can do stuff like C -> A+B -> throwAcidicEnema wrote:AC tactical step= press AB when hit with a certain one of your normal (not special aka fireball, etc) attacks. You flash blue when successful. (one stock.)
Eh. That's new. Has anybody out there put this system to effective use? Would seem very useful for pressure.
If the opponent counters with guard +E, you wont get hit.
isnt it half a stock though?
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yeah im pretty sure it was one stock
a basic cheezy strat using it is doing a standing C, AB, throw
wonder if it'll be fast enough to combo
oh, and btw can you only cancel out of cancellable normal move, or just normal moves altogether? i know it doesn't work for command normals though (eg. kim's f+b)
a basic cheezy strat using it is doing a standing C, AB, throw
wonder if it'll be fast enough to combo
oh, and btw can you only cancel out of cancellable normal move, or just normal moves altogether? i know it doesn't work for command normals though (eg. kim's f+b)
- christensenray
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I'm not sure either about when this AB Move Cancel Step (is the official name really AC Tactical Step??) is possible but I also guess it works only for normally cancelable moves and to answer your question: Yes it is fast enough to combo afterwards. For example with Kyo I got A, AB (blue flash), c.A out of accident somewhen and it counted 2 hits! Couldn't explore this more, though....~!T.T!~ wrote:a basic cheezy strat using it is doing a standing C, AB, throw
wonder if it'll be fast enough to combo
oh, and btw can you only cancel out of cancellable normal move, or just normal moves altogether? i know it doesn't work for command normals though (eg. kim's f+b)
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- Geese
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Actually most characters can use the Tactical step. You can see it being used in a combo if you watch the recent match video by T.T. But because of the damage scaling it might not always be useful.
For instance when I do Kyo's Stand C, AB, stand C, C, C blah blah the damage is not a whole lot more than without the tactical step plus the fact that you waste half a bar, it still needs to be used wisely.
For instance when I do Kyo's Stand C, AB, stand C, C, C blah blah the damage is not a whole lot more than without the tactical step plus the fact that you waste half a bar, it still needs to be used wisely.
- SonicTempest
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Speaking of which, any idea how the damage scaling in the game works? I've noticed that it seems to work like MOTW/LB2-style scaling, but in addition as your opponent's life bar goes down they start to take less damage from things (GGXX-style).Geese wrote:But because of the damage scaling it might not always be useful.
Admittedly my observations are based entirely on match vids so they may not be accurate. Thoughts?
Huh? Damage Scaling is very low, imo. I didn't even notice all too much while playing. It might be there but I guess it is only dramatic in longer combos like the Kyo one in the corner with his many +A. Otherwise I think scaling is not to heavy. If it were, why would they encourage the use of super cancels so fiercly? And SCs DO a lot of/enough damage in most cases.ShadowSonic wrote:Speaking of which, any idea how the damage scaling in the game works? I've noticed that it seems to work like MOTW/LB2-style scaling, but in addition as your opponent's life bar goes down they start to take less damage from things (GGXX-style).Geese wrote:But because of the damage scaling it might not always be useful.
Admittedly my observations are based entirely on match vids so they may not be accurate. Thoughts?
I also didn't notice the GG-style "the less life the longer the opponent lasts" energy bar phenomenon..... Have to pay attention to this.
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it really didnt occur to me that characters took less damage when they have less life.......i guess i'll look at match vids more closely then....
im not sure if this is true, but do juggling hits (e.g. anything after kyo's D,D or hotaru's mount super after her launching kick) do less damage? you can clearly see it after hotaru's combo, but i guess that might also explain kyo's As in a juggle doing 1 pixel of damage each
im not sure if this is true, but do juggling hits (e.g. anything after kyo's D,D or hotaru's mount super after her launching kick) do less damage? you can clearly see it after hotaru's combo, but i guess that might also explain kyo's As in a juggle doing 1 pixel of damage each
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- Geese
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Nope you're actually correct. The proof is Haohmaru. 2 Stand C's will reduce opponent to half, But it takes another 3 stand C's to reduce the other half.ShadowSonic wrote:Well, like I said, that's what it looked like to me. Since I've never played the game I'm probably wrong, though.
Scaling is very obvious if you do many hit combos. For instance after Kyo enters that fiery mode, do the +a, +c blah blah when you get about 20 hits and the opponent is in the air, and you uppercut 3 times, they seem like they do NO damage.
Its also obvious with hotaru, where the x2 +b special takes a just bit less than the whole combo with the same special!